{"id":8533,"date":"2020-09-24T12:26:15","date_gmt":"2020-09-24T12:26:15","guid":{"rendered":"http:\/\/www.offkorn.com\/blog\/?p=8533"},"modified":"2020-09-24T12:39:23","modified_gmt":"2020-09-24T12:39:23","slug":"atelier-dusk-trilogy","status":"publish","type":"post","link":"https:\/\/www.offkorn.com\/blog\/atelier-dusk-trilogy\/","title":{"rendered":"Atelier: Dusk Trilogy"},"content":{"rendered":"<p>It&#8217;s an incredibly good thing I didn&#8217;t start <a href=\"https:\/\/en.wikipedia.org\/wiki\/Atelier_(video_game_franchise)\" rel=\"noopener noreferrer\" target=\"_blank\">the franchise<\/a> with this trilogy. One thing I&#8217;m particularly hostile toward in RPGs are arbitrary time limits, and both of the first two <em>Dusk<\/em> games feature just that.<\/p>\n<p>The first, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Atelier_Ayesha:_The_Alchemist_of_Dusk\" rel=\"noopener noreferrer\" target=\"_blank\">Ayesha: The Alchemist of Dusk<\/a>, has a 3-year time limit but basically no structure whatsoever as far as the storyline or plot development goes. This is an unfortunate combination. You can essentially visit areas in any order, which means it&#8217;s incredibly easy to do so in the &#8216;wrong&#8217; order and miss the time-saving adventure equipment recipes&#8230; which is a serious issue when it takes half a day by default to search a single gathering point. Other issues would be that the plot developments are pretty bad, Ayesha is an ill-fitting protagonist (she&#8217;s of the &#8216;airhead older sister&#8217; archetype), and the Wilbell, Regina, &#038; Linca character arcs are all terrible.<\/p>\n<p>The follow-up, <a href=\"https:\/\/en.wikipedia.org\/wiki\/Atelier_Escha_%26_Logy:_Alchemists_of_the_Dusk_Sky\" rel=\"noopener noreferrer\" target=\"_blank\">Escha &#038; Logy: Alchemists of the Dusk Sky<\/a> is far better in most respects. There&#8217;s still a time limit, but here it&#8217;s structured into specific assignments with linear area unlocking. So long as you do everything at least once there&#8217;s no fear of missing something important or ever running out of time. Even better, the Alchemy system is far less obtuse and it&#8217;s actually possible to craft powerful equipment without going through extensively arcane reverse trait-inheritance shenanigans as in <em>Ayesha<\/em>. The characters are mostly better as well, although Escha is incredibly Anime, Lucille is annoyingly peppy, and both are on the shrill side of things voice-wise.<\/p>\n<p><a href=\"https:\/\/en.wikipedia.org\/wiki\/Atelier_Shallie:_Alchemists_of_the_Dusk_Sea\" rel=\"noopener noreferrer\" target=\"_blank\">Shallie: Alchemists of the Dusk Sea<\/a> is the trilogy&#8217;s conclusion, and it <em>heavily<\/em> references the previous game (and moderately references <em>Ayesha<\/em>). Making it an exceptionally bad choice from a storyline-perspective to enter the franchise with. Mechanically however it&#8217;s a bit better with a much more engaging Alchemy system, active combat system, and most importantly: No time limit. And yet&#8230; it&#8217;s not much fun. There&#8217;s a soullessness to the areas and repetitive &#8216;life goals&#8217; that just sucks all the enjoyment out of visiting new locations or killing monsters. Lotte being awful, the garbage plot developments, and some incredibly bullshit end-area bosses certainly don&#8217;t do it any favors either.<\/p>\n<p>The most interesting thing about playing these three games was watching the Alchemy and combat mechanics evolve into what eventually shows up in <a href=\"https:\/\/www.offkorn.com\/blog\/atelier-ryza-ever-darkness-the-secret-hideout\/\" title=\"Atelier Ryza: Ever Darkness &#038; the Secret Hideout\" rel=\"noopener noreferrer\" target=\"_blank\">Ryza<\/a>. I can&#8217;t recommended any of them, besides perhaps <em>Escha &#038; Logy<\/em> with certain reservations, on their own merits.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s an incredibly good thing I didn&#8217;t start the franchise with this trilogy. One thing I&#8217;m particularly hostile toward in RPGs are arbitrary time limits, and both of the first two Dusk games feature just that. The first, Ayesha: The Alchemist of Dusk, has a 3-year time limit but basically no structure whatsoever as far as the storyline or plot development goes. This is an unfortunate combination. You can essentially visit areas in any order, which means it&#8217;s incredibly easy to do so in the &#8216;wrong&#8217; order and miss the time-saving adventure equipment recipes&#8230; which is a serious issue when it takes half a day by default to search a single gathering point. Other issues would be that the plot developments are pretty bad, Ayesha is an ill-fitting protagonist (she&#8217;s of the &#8216;airhead older sister&#8217; archetype), and the Wilbell, Regina, &#038; Linca character arcs are all terrible. The follow-up, Escha &#038; Logy: Alchemists of the Dusk Sky is far better in most respects. There&#8217;s still a time limit, but here it&#8217;s structured into specific assignments with linear area unlocking. So long as you do everything at least once there&#8217;s no fear of missing something important or ever running out of [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[33,7],"tags":[479,28,121,473],"class_list":["post-8533","post","type-post","status-publish","format-standard","hentry","category-pc","category-video-game-related","tag-atelier","tag-fantasy","tag-rpg","tag-third-person-perspective"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.0.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"Some thoughts on the three Atelier Dusk games: Ayesha, Escha &amp; Logy, and Shallie.\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"Offkorn\"\/>\n\t<meta name=\"keywords\" content=\"review,atelier,dusk,ayesha,escha &amp; logy,shallie,fantasy,rpg,third person 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